Some Niagara FX does not show up in MovieSceneCapture when AgeUpdateMode is DesiredAgeNoSeek

UE - Niagara - Cinematics - Sep 17, 2024

CL23957356 changes how to calculate FrameOffset in FNiagaraSystemUpdateDesiredAgeExecutionToken::Execute(). After this change, DesiredAge + FrameOffset could be 0.0 for some a couple of initial fram ...

Cursor locks to ScrollBox in native fullscreen mode are locked in the wrong position

UE - Editor - UI Systems - UMG - Sep 17, 2024

When specifying a widget of a different size than the screen in FReply::LockMouseToWidget, the cursor is locked to a different position in native full screen mode. It appears that the window size n ...

[Pose Driver Connect] Animation imports that need "Force X Front" are not supported.

MetaHuman - Sep 13, 2024

User's who have imported and set their skeleton to Force X Front, when importing animations from pose driver do not have an option or autodetect setup and the animations are imported normally. This ...

Collision Preset of a Static Mesh asset cannot be properly edited with the Property Matrix

UE - Editor - Workflow Systems - Sep 11, 2024

Currently, the Property Matrix does not seem to support Details Customizations. As a result, when a Static Mesh asset is edited using the Property Matrix, the "Collision Presets" combo box does not ...

It's possible to create a locked state on a rigidbody by creating a TransientField that will keep the rigdbody Sleeping even after it leaves the Field's area of influence

UE - Simulation - Visual - Sep 5, 2024

The licensee found a way to lock the state of a rigidbody as PBDRigid->ObjectState() == EObjectStateType::Sleeping by subjecting it to a particular transient field composed of a RadialFalloff and a ...

Assets referenced solely in disabled Niagara Emitters are still cooked and packaged

UE - Niagara - Sep 5, 2024

Niagara Emitters, when disabled, appear to be removed from the Niagara System's packaged asset as evidenced by a sizeable reduction in size. However, if the Emitter referenced an asset, such as a st ...

MVVM: Bindings set to Tick aren't executed every frame

UE - Editor - UI Systems - UMG - Sep 4, 2024

IsMainWorldOnly does not work with standalone level instances

UE - World Creation - Worldbuilding Tools - Level Instances - Sep 3, 2024

An actor in a standalone level instance will still be loaded in the main WP level regardless of having IsMainWorldOnly enabled. ...

Data Asset Instances created from Blueprints and are not selectable in asset pickers until their parent Blueprint is loaded. They are also not displayed correctly in the Content Browser

UE - Framework - Blueprint - Sep 3, 2024

Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...